Ray Tracey's blog

Quasi-random, more or less unbiased blog about real-time photorealistic GPU rendering

Thursday, September 30, 2010

Octane Render preparing to smite the competition with its MLT equivalent

›
Octane Render, the ultra-fast unbiased GPU renderer (made in Belgium just like me :-)) is soon going to introduce a new MLT-(Metropolis ligh...
3 comments:
Saturday, September 25, 2010

Kepler and Maxwell: ray tracing monsters thanks to CPU and GPU cores on the same chip?

›
At GTC 2010, Nvidia announced their future GPUs named Kepler and Maxwell. One of the more interesting quotes: "Between now and Maxwell,...
6 comments:
Wednesday, September 22, 2010

OTOY at GPU Technology Conference, partnering with Nvidia, Intel and AMD

›
It's been a long time since OTOY was in the news, but the company will resurface at GTC. Jules Urbach of OTOY will be speaking in a sess...
6 comments:
Friday, September 10, 2010

Small update on the Brigade real-time path tracer

›
Jacco Bikker has released two new video's of the progress with his real-time path tracer named Brigade, demonstrating some kind of game ...
Wednesday, September 8, 2010

VoxLOD: interactive ray tracing of massive polygon models with voxel based LOD + Monte Carlo global illumination!

›
This is really amazing technology: http://voxelium.wordpress.com/2010/07/25/shadows-and-global-illumination/ Video: http://www.youtube.com/w...
2 comments:
Saturday, September 4, 2010

Nvidia research chats about GPU ray tracing

›
A couple of days ago there was a live chat with David Luebke and Bill Dally from Nvidia, on Nvidia's nTersect blog with GPU ray tracing ...
Sunday, August 22, 2010

Is Carmack working on a ray tracing based game engine?

›
At least that's what his tweets ( http://twitter.com/id_aa_carmack ) seem to suggest: # There has GOT to be a better way to exactly t...
3 comments:
Friday, August 13, 2010

Arnold is back!

›
During the last Siggraph, a lot of presentations were centered around Arnold, the production renderer which is going to kick Renderman's...
Thursday, August 12, 2010

Carmack loves ray tracing

›
Some excerpts from his QuakeCon keynote (different live blogs): "There are a lot of things we live with as rasterization in games...Ra...
Wednesday, August 4, 2010

Faster raytraced global illumination by LOD tracing

›
Just read this Siggraph presentation about PantaRay, a GPU-accelerated raytracer to compute occlusion, which was used in Avatar and develope...
Thursday, July 22, 2010

CUDA 3.1 out

›
Just read that cuda 3.1 toolkit is available (has been for some time in fact) http://www.theregister.co.uk/2010/07/22/nvidia_cuda_parallel_n...
Thursday, July 15, 2010

OnLive + Mova vs OTOY + LightStage

›
I've just read Joystiq's review of OnLive , which is very positive regarding the lag issue: there is none... As it stands right now,...
Wednesday, July 14, 2010

Real-time Energy Redistribution Path Tracing in Brigade!

›
A lot of posts about Brigade lately, but that's because the pace of development is going at break neck speeds and the intermediate updat...
9 comments:
Monday, July 12, 2010

Sparse voxel octree and path tracing: a perfect combination?

›
I have been wondering for some time if SVO and path tracing would be a perfect solution for realtime GI in games. Cyril Crassin has shown in...
Thursday, July 8, 2010

Tokaspt, an excellent real-time path tracing app

›
Just stumbled upon this very impressive CUDA based path tracer: http://code.google.com/p/tokaspt/ for exe and source (The app itself has be...
6 comments:
Wednesday, July 7, 2010

New version of Brigade path tracer

›
Follow the link in this post to download. There's some new features + performance increase. Rename cudart.dll to cudart32_31_9.dll to m...
Saturday, July 3, 2010

Crayon Physics Deluxe

›
This has to be one of the coolest games ever. Media Molecule should hire these guys: http://vimeo.com/1849263 http://vimeo.com/2739375 Demo ...
Friday, July 2, 2010

Brigade path tracer comparison

›
The following screenshots are taken from the Brigade real-time path tracer demo, available at http://igad.nhtv.nl/~bikker/ Rendered with CPU...
2 comments:
Thursday, July 1, 2010

Gaikai's cloud bussiness model: play games for free in your browser

›
Interview with Gaikai's Dave Perry on Joystiq: http://www.joystiq.com/2010/06/30/dave-perry-on-the-innovation-of-gaikai/ Gaikai focuses ...
Wednesday, June 30, 2010

Crytek aims for the cloud, sparse voxel octrees and sparse surfel octrees

›
Crytek's HPG 2010 presentation is available at http://www.crytek.com/fileadmin/user_upload/inside/presentations/2010_HPG_Keynotes/Notes....
5 comments:
‹
›
Home
View web version

About Me

My photo
Sam Lapere
Passionate about real-time photoreal rendering with path tracing. Unreal developer. Previously scientific visualization developer, product manager and QA lead at NVIDIA, scientific visualization team manager at the EPFL Blue Brain Project, co-founder and technical director at Lightspeed Graphics NZ, project lead at Auckland Uni, PM for OctaneRender and driving the creative direction behind the Brigade real-time path tracing for games research project , photoreal 3D graphics consultant, medical imaging researcher and M.D. My tutorial series on GPU path tracing on GitHub. Check my Youtube channel with pioneering research into real-time path tracing (2011-2013). If you want to know more about why I started this blog, read this inverview from Nov 2013 in which I talked about my vision of CGI.
View my complete profile
Powered by Blogger.